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Topic: [CdC] Simplicity is key (Read 218 times)

--- Card Design Challenge Rules ---1) The Judge appoints a challenge, it can be anything, making new card, redesigning an old one or whatever you wish.2) All that wish to participate submit their card design. Each participant may only submit one entry per challenge, you may however edit your post as many times as you wish till the deadline.3) After an announced deadline the Judge decides a winner. The winner then becomes the Judge for the next round, if the winner does not wish to host the next round a runner-up may do so instead.4) All entries submitted before the deadline are guaranteed feedback, either in this thread or in another detailed feedback thread.

Now why would you skip 2 turns to make your opponent skip one? Well your opponent doesnt know youre skipping 2 turns, turn 9 they dont realize you are gonna ramp, turn 10 they think maybe you might calamity. With more 11 cost cards means more cards to guess. Now when you play it, you know the opponent cant dodge or block with more than they already have blocking. It makes for a perfectly predicted turn where your opponent does nothing.

Plus you can also ramp up if you splash in some WP for a meaty swing. Play your big stuff, protect in support zone play this for guarantee swing.

Flame dawn, maybe youre about to be puffyed, well play calamity, then play this. GG easy win.

"These monks have re-purposed a toxin originally used to reach a state of near-death for spiritual purposes, giving them a paralyzing, and sometimes lethal, first strike."

This guy basically does 5 extra damage in combat but then they get 5 health back if they survive, use a balance and he can take out units with 10 or less health, what's interesting is that regardless of what its power is it can kill anything with 5 health or less without taking any damage, even if the opponent has damage reduction/multi-lives/invincible (iirc)

An old idea i was playing around with before but which i quite like. Combos nicely with some other GI cards. Destroying the Generator will make every character lose flying again (if they didnt have it themselves anyways).